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<div class="header">
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<a href="#pub-methods">Public Member Functions</a> &#124;
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  <div class="headertitle"><div class="title">CrypticCabinet.GameManagement.GameManager Class Reference</div></div>
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<p>This class manages the game phases dynamically. This is a singleton for convenience, so that from any part of the game anything can request to proceed to the next phase of the gameplay if desired.  
 <a href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#details">More...</a></p>
<div class="dynheader">
Inheritance diagram for CrypticCabinet.GameManagement.GameManager:</div>
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  <img src="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.png" alt=""/>
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<table class="memberdecls">
<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-methods" name="pub-methods"></a>
Public Member Functions</h2></td></tr>
<tr class="memitem:a0d6b27910b978085a05ffe254b303512" id="r_a0d6b27910b978085a05ffe254b303512"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#a0d6b27910b978085a05ffe254b303512">StartGameplay</a> ()</td></tr>
<tr class="memdesc:a0d6b27910b978085a05ffe254b303512"><td class="mdescLeft">&#160;</td><td class="mdescRight">Starts the gameplay by initializing the current game phase and running it.  <br /></td></tr>
<tr class="separator:a0d6b27910b978085a05ffe254b303512"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:adee86b43ac73c402bc7817625ad21a8f" id="r_adee86b43ac73c402bc7817625ad21a8f"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#adee86b43ac73c402bc7817625ad21a8f">RestartGameplay</a> ()</td></tr>
<tr class="memdesc:adee86b43ac73c402bc7817625ad21a8f"><td class="mdescLeft">&#160;</td><td class="mdescRight">Restart the flow for the entire gameplay. Call this function if you need to re-initialize the game management to the initial state.  <br /></td></tr>
<tr class="separator:adee86b43ac73c402bc7817625ad21a8f"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a3aabe3e8d021ccdcc9f208c0e06eb15e" id="r_a3aabe3e8d021ccdcc9f208c0e06eb15e"><td class="memItemLeft" align="right" valign="top">void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#a3aabe3e8d021ccdcc9f208c0e06eb15e">NextGameplayPhase</a> ()</td></tr>
<tr class="memdesc:a3aabe3e8d021ccdcc9f208c0e06eb15e"><td class="mdescLeft">&#160;</td><td class="mdescRight">Jumps to the next gameplay phase. If no more phases are available, the end of gameplay is reached and nothing happens.  <br /></td></tr>
<tr class="separator:a3aabe3e8d021ccdcc9f208c0e06eb15e"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a505e87f2a24b06a10918d9c6ac507912" id="r_a505e87f2a24b06a10918d9c6ac507912"><td class="memItemLeft" align="right" valign="top"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_phase.html">GamePhase</a>&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#a505e87f2a24b06a10918d9c6ac507912">GetCurrentGamePhase</a> ()</td></tr>
<tr class="memdesc:a505e87f2a24b06a10918d9c6ac507912"><td class="mdescLeft">&#160;</td><td class="mdescRight">Returns the current game phase of the gameplay.  <br /></td></tr>
<tr class="separator:a505e87f2a24b06a10918d9c6ac507912"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:ab0a27aed3c20ed81b1c72d75de5404d4" id="r_ab0a27aed3c20ed81b1c72d75de5404d4"><td class="memItemLeft" align="right" valign="top">bool&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#ab0a27aed3c20ed81b1c72d75de5404d4">GameWasRestarted</a></td></tr>
<tr class="separator:ab0a27aed3c20ed81b1c72d75de5404d4"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:af51e377dd3c726e57364209a7a239219" id="r_af51e377dd3c726e57364209a7a239219"><td class="memItemLeft" align="right" valign="top">Action&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#af51e377dd3c726e57364209a7a239219">OnGamePhaseChanged</a></td></tr>
<tr class="separator:af51e377dd3c726e57364209a7a239219"><td class="memSeparator" colspan="2">&#160;</td></tr>
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Protected Member Functions</h2></td></tr>
<tr class="memitem:a638964ad0e4301d3d6cc95d028203706" id="r_a638964ad0e4301d3d6cc95d028203706"><td class="memItemLeft" align="right" valign="top">override void&#160;</td><td class="memItemRight" valign="bottom"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_manager.html#a638964ad0e4301d3d6cc95d028203706">InternalAwake</a> ()</td></tr>
<tr class="memdesc:a638964ad0e4301d3d6cc95d028203706"><td class="mdescLeft">&#160;</td><td class="mdescRight">Performed on Awake to ensure that the initial configuration is valid.  <br /></td></tr>
<tr class="separator:a638964ad0e4301d3d6cc95d028203706"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>This class manages the game phases dynamically. This is a singleton for convenience, so that from any part of the game anything can request to proceed to the next phase of the gameplay if desired. </p>
</div><h2 class="groupheader">Member Function Documentation</h2>
<a id="a505e87f2a24b06a10918d9c6ac507912" name="a505e87f2a24b06a10918d9c6ac507912"></a>
<h2 class="memtitle"><span class="permalink"><a href="#a505e87f2a24b06a10918d9c6ac507912">&#9670;&#160;</a></span>GetCurrentGamePhase()</h2>

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          <td class="memname"><a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_game_phase.html">GamePhase</a> CrypticCabinet.GameManagement.GameManager.GetCurrentGamePhase </td>
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<p>Returns the current game phase of the gameplay. </p>
<dl class="section return"><dt>Returns</dt><dd>The current game phase, or null if the gameplay was not started yet.</dd></dl>

<p class="reference">Referenced by <a class="el" href="class_cryptic_cabinet_1_1_u_i_1_1_u_i_system.html#a5cda9d816e9c56b92e7397a6d8f05149">CrypticCabinet.UI.UISystem.ShowMainMenu()</a>, and <a class="el" href="class_cryptic_cabinet_1_1_u_i_1_1_modal_1_1_in_game_menu.html#a055024f70756a44c3e2c39e7434b3de1">CrypticCabinet.UI.Modal.InGameMenu.ToggleInGameMenu()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a638964ad0e4301d3d6cc95d028203706">&#9670;&#160;</a></span>InternalAwake()</h2>

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          <td class="memname">override void CrypticCabinet.GameManagement.GameManager.InternalAwake </td>
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<p>Performed on Awake to ensure that the initial configuration is valid. </p>

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<h2 class="memtitle"><span class="permalink"><a href="#a3aabe3e8d021ccdcc9f208c0e06eb15e">&#9670;&#160;</a></span>NextGameplayPhase()</h2>

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          <td class="memname">void CrypticCabinet.GameManagement.GameManager.NextGameplayPhase </td>
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<p>Jumps to the next gameplay phase. If no more phases are available, the end of gameplay is reached and nothing happens. </p>

<p class="reference">Referenced by <a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_room_setup_1_1_object_spawning_logic_phase.html#a0f3008845842c5645829a55b99395749">CrypticCabinet.GameManagement.RoomSetup.ObjectSpawningLogicPhase.InitializeInternal()</a>, <a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_timeline_1_1_timeline_game_phase.html#a25df7240c937fc4b5c1c5d15ca23e9be">CrypticCabinet.GameManagement.Timeline.TimelineGamePhase.InitializeInternal()</a>, <a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_wait_for_guests_1_1_wait_for_guests_phase.html#ad952e36894cd930e039cf5121065ebce">CrypticCabinet.GameManagement.WaitForGuests.WaitForGuestsPhase.InitializeInternal()</a>, and <a class="el" href="class_cryptic_cabinet_1_1_game_management_1_1_skip_game_phase.html#a761f0edeabf952bc800ab25154601969">CrypticCabinet.GameManagement.SkipGamePhase.Update()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#adee86b43ac73c402bc7817625ad21a8f">&#9670;&#160;</a></span>RestartGameplay()</h2>

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          <td class="memname">void CrypticCabinet.GameManagement.GameManager.RestartGameplay </td>
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<p>Restart the flow for the entire gameplay. Call this function if you need to re-initialize the game management to the initial state. </p>

<p class="reference">Referenced by <a class="el" href="class_cryptic_cabinet_1_1_u_i_1_1_modal_1_1_credits.html#ae56c43d3e5291babdfa475658d031aa6">CrypticCabinet.UI.Modal.Credits.OnBackClicked()</a>, and <a class="el" href="class_cryptic_cabinet_1_1_colocation_1_1_colocation_driver_net_obj.html#af6ba79be179b78e5954b2cc74c913bd5">CrypticCabinet.Colocation.ColocationDriverNetObj.RetryColocation()</a>.</p>

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<h2 class="memtitle"><span class="permalink"><a href="#a0d6b27910b978085a05ffe254b303512">&#9670;&#160;</a></span>StartGameplay()</h2>

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          <td class="memname">void CrypticCabinet.GameManagement.GameManager.StartGameplay </td>
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<p>Starts the gameplay by initializing the current game phase and running it. </p>

<p class="reference">References <a class="el" href="class_cryptic_cabinet_1_1_photon_1_1_photon_connector.html#a7bc2743b95743bcb836ead71ee47b2e9">CrypticCabinet.Photon.PhotonConnector.Runner</a>, and <a class="el" href="class_cryptic_cabinet_1_1_u_i_1_1_u_i_system.html#ade367d4dfdaf1261f21fd556d6f7820a">CrypticCabinet.UI.UISystem.ShowMessage()</a>.</p>

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<h2 class="groupheader">Member Data Documentation</h2>
<a id="ab0a27aed3c20ed81b1c72d75de5404d4" name="ab0a27aed3c20ed81b1c72d75de5404d4"></a>
<h2 class="memtitle"><span class="permalink"><a href="#ab0a27aed3c20ed81b1c72d75de5404d4">&#9670;&#160;</a></span>GameWasRestarted</h2>

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          <td class="memname">bool CrypticCabinet.GameManagement.GameManager.GameWasRestarted</td>
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<h2 class="memtitle"><span class="permalink"><a href="#af51e377dd3c726e57364209a7a239219">&#9670;&#160;</a></span>OnGamePhaseChanged</h2>

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<hr/>The documentation for this class was generated from the following file:<ul>
<li><a class="el" href="_game_manager_8cs.html">GameManager.cs</a></li>
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